
//constants
uniform mat4 WVPMat;
uniform mat4 strechFactor;

//attribs
in vec3 Position;
in vec3 iTexCoord;
in float  bStreched;
varying vec3 oTexCoord;

void main()
{
	vec4 pos = vec4(Position,1);
	if (bStreched == 1)
	{
		pos = strechFactor*pos;
	}
	
	gl_Position = WVPMat*pos;
	oTexCoord = iTexCoord;
}